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<div class="refentry" id="glGetFramebufferAttachmentParameter">
<div class="titlepage"/>
<div class="refnamediv">
<h2>Name</h2>
<p>glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object</p>
</div>
<div class="refsynopsisdiv">
<h2>C Specification</h2>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glGetFramebufferAttachmentParameteriv</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">attachment</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint *<var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glGetNamedFramebufferAttachmentParameteriv</strong>(</code>
</td>
<td>GLuint <var class="pdparam">framebuffer</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">attachment</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint *<var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>target</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the target to which the framebuffer object is
bound for
<code class="function">glGetFramebufferAttachmentParameteriv</code>.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>framebuffer</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the name of the framebuffer object for
<code class="function">glGetNamedFramebufferAttachmentParameteriv</code>.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>attachment</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the attachment of the framebuffer object to
query.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>pname</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the parameter of
<em class="parameter"><code>attachment</code></em> to query.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>params</code>
</em>
</span>
</dt>
<dd>
<p>
Returns the value of parameter
<em class="parameter"><code>pname</code></em> for
<em class="parameter"><code>attachment</code></em>.
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p>
<code class="function">glGetFramebufferAttachmentParameteriv</code> and
<code class="function">glGetNamedFramebufferAttachmentParameteriv</code>
return parameters of attachments of a specified framebuffer
object.
</p>
<p>
For <code class="function">glGetFramebufferAttachmentParameteriv</code>,
the framebuffer object is that bound to
<em class="parameter"><code>target</code></em>, which must be one of
<code class="constant">GL_DRAW_FRAMEBUFFER</code>,
<code class="constant">GL_READ_FRAMEBUFFER</code> or
<code class="constant">GL_FRAMEBUFFER</code>.
<code class="constant">GL_FRAMEBUFFER</code> is equivalent to
<code class="constant">GL_DRAW_FRAMEBUFFER</code>. Buffers of default
framebuffers may also be queried if bound to
<em class="parameter"><code>target</code></em>.
</p>
<p>
For
<code class="function">glGetNamedFramebufferAttachmentParameteriv</code>,
<em class="parameter"><code>framebuffer</code></em> is the name of the
framebuffer object. If <em class="parameter"><code>framebuffer</code></em> is
zero, the default draw framebuffer is queried.
</p>
<p>
If the specified framebuffer is a framebuffer object,
<em class="parameter"><code>attachment</code></em> must be one of
<code class="constant">GL_DEPTH_ATTACHMENT</code>,
<code class="constant">GL_STENCIL_ATTACHMENT</code>
<code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>, or
<code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span>,
where <span class="emphasis"><em>i</em></span> is between zero and the value of
<code class="constant">GL_MAX_COLOR_ATTACHMENTS</code> minus one.
</p>
<p>
If the specified framebuffer is a default framebuffer,
<em class="parameter"><code>target</code></em>, <em class="parameter"><code>attachment</code></em>
must be one of <code class="constant">GL_FRONT_LEFT</code>,
<code class="constant">GL_FRONT_RIGHT</code>,
<code class="constant">GL_BACK_LEFT</code>,
<code class="constant">GL_BACK_RIGHT</code>,
<code class="constant">GL_DEPTH</code> or
<code class="constant">GL_STENCIL</code>, identifying the corresponding
buffer.
</p>
<p>
If <em class="parameter"><code>attachment</code></em> is
<code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>, the same
object must be bound to both the depth and stencil attachment
points of the framebuffer object, and information about that
object is returned.
</p>
<p>
Upon successful return, if <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code>, then
<em class="parameter"><code>params</code></em> will contain one of
<code class="constant">GL_NONE</code>,
<code class="constant">GL_FRAMEBUFFER_DEFAULT</code>,
<code class="constant">GL_TEXTURE</code>, or
<code class="constant">GL_RENDERBUFFER</code>, identifying the type of
object which contains the attached image. Other values accepted
for <em class="parameter"><code>pname</code></em> depend on the type of object,
as described below.
</p>
<p>
If the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
<code class="constant">GL_NONE</code>, then either no framebuffer is
bound to <em class="parameter"><code>target</code></em>; or a default framebuffer
is queried, <em class="parameter"><code>attachment</code></em> is
<code class="constant">GL_DEPTH</code> or
<code class="constant">GL_STENCIL</code>, and the number of depth or
stencil bits, respectively, is zero. In this case querying
<em class="parameter"><code>pname</code></em>
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code> will
return zero, and all other queries will generate an error.
</p>
<p>
If the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
not <code class="constant">GL_NONE</code>, these queries apply to all
other framebuffer types:
</p>
<div class="itemizedlist">
<ul class="itemizedlist" style="list-style-type: disc; ">
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE</code>,
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE</code>,
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE</code>,
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE</code>,
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE</code>
or
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE</code>,
then <em class="parameter"><code>params</code></em> will contain the
number of bits in the corresponding red, green, blue,
alpha, depth, or stencil component of the specified
attachment. If the requested component is not present in
the attachment, or if no data storage or texture image
has been specified for the attachment, then
<em class="parameter"><code>params</code></em> will contain zero.
</p>
</li>
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE</code>,
then <em class="parameter"><code>params</code></em> will contain the
format of components of the specified attachment, one of
<code class="constant">GL_FLOAT</code>,
<code class="constant">GL_INT</code>,
<code class="constant">GL_UNSIGNED_INT</code>,
<code class="constant">GL_SIGNED_NORMALIZED</code>, or
<code class="constant">GL_UNSIGNED_NORMALIZED</code> for
floating-point, signed integer, unsigned integer, signed
normalized fixed-point, or unsigned normalized
fixed-point components respectively. Only color buffers
may have integer components. If no data storage or
texture image has been specified for the attachment,
then <em class="parameter"><code>params</code></em> will contain
<code class="constant">GL_NONE</code>. This query cannot be
performed for a combined depth+stencil attachment, since
it does not have a single format.
</p>
</li>
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING</code>,
then <em class="parameter"><code>params</code></em> will contain the encoding
of components of the specified attachment, one of
<code class="constant">GL_LINEAR</code> or
<code class="constant">GL_SRGB</code> for linear or sRGB-encoded
components, respectively. Only color buffer components
may be sRGB-encoded; such components are treated as
described in the OpenGL Specification. For a default
framebuffer, color encoding is determined by the
implementation. For framebuffer objects, components are
sRGB-encoded if the internal format of a color
attachment is one of the color-renderable SRGB formats.
If the attachment is not a color attachment, or if no
data storage or texture image has been specified for the
attachment, then <em class="parameter"><code>params</code></em> will
contain <code class="constant">GL_LINEAR</code>.
</p>
</li>
</ul>
</div>
<p>
If the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
<code class="constant">GL_RENDERBUFFER</code>, then
</p>
<div class="itemizedlist">
<ul class="itemizedlist" style="list-style-type: disc; ">
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>,
<em class="parameter"><code>params</code></em> will contain the name of
the renderbuffer object which contains the attached
image.
</p>
</li>
</ul>
</div>
<p>
If the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
<code class="constant">GL_TEXTURE</code>, then
</p>
<div class="itemizedlist">
<ul class="itemizedlist" style="list-style-type: disc; ">
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>,
then <em class="parameter"><code>params</code></em> will contain the name
of the texture object which contains the attached image.
</p>
</li>
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL</code>,
then <em class="parameter"><code>params</code></em> will contain the
mipmap level of the texture object which contains the
attached image.
</p>
</li>
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE</code>
and the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>
is the name of a cube map texture object, then
<em class="parameter"><code>params</code></em> will contain the cube map
face of the cubemap texture object which contains the
attached image. Otherwise <em class="parameter"><code>params</code></em>
will contain zero.
</p>
</li>
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_LAYERED</code>,
then <em class="parameter"><code>params</code></em> will contain
<code class="constant">GL_TRUE</code> if an entire level of a
three-dimensional texture, cube map texture, or one-or
two-dimensional array texture is attached. Otherwise,
<em class="parameter"><code>params</code></em> will contain
<code class="constant">GL_FALSE</code>.
</p>
</li>
<li class="listitem">
<p>
If <em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER</code>;
the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>
is the name of a three-dimensional, or a one- or
two-dimensional array texture; and the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_LAYERED</code>
is <code class="constant">GL_FALSE</code>, then
<em class="parameter"><code>params</code></em> will contain the texture
layer which contains the attached image. Otherwise
<em class="parameter"><code>params</code></em> will contain zero.
</p>
</li>
</ul>
</div>
</div>
<div class="refsect1" id="notes">
<h2>Notes</h2>
<p>
The <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_LAYERED</code> query
is supported only if the GL version is 3.2 or greater.
</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated by
<code class="function">glGetFramebufferAttachmentParameteriv</code> if
<em class="parameter"><code>target</code></em> is not one of the accepted
framebuffer targets.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated by
<code class="function">glGetNamedFramebufferAttachmentParameteriv</code>
if <em class="parameter"><code>framebuffer</code></em> is not zero or the name of
an existing framebuffer object.
</p>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated if
<em class="parameter"><code>pname</code></em> is not valid for the value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code>, as
described above.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if
<em class="parameter"><code>attachment</code></em> is not one of the accepted
framebuffer attachment points, as described above.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if the
value of
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
<code class="constant">GL_NONE</code> and <em class="parameter"><code>pname</code></em> is
not <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>
or <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if
<em class="parameter"><code>attachment</code></em> is
<code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code> and different
objects are bound to the depth and stencil attachment points of
<em class="parameter"><code>target</code></em>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if
<em class="parameter"><code>attachment</code></em> is
<code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code> and
<em class="parameter"><code>pname</code></em> is
<code class="constant">GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE</code>.
</p>
</div>
<div class="refsect1" id="versions">
<h2>Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
<span class="bold"><strong>OpenGL Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function / Feature Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.4</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.5</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glGetFramebufferAttachmentParameteriv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="function">glGetNamedFramebufferAttachmentParameteriv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p>
<a class="citerefentry" href="glGenFramebuffers.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenFramebuffers</span></span></a>,
<a class="citerefentry" href="glBindFramebuffer.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>
<a class="citerefentry" href="glGetFramebufferParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetFramebufferParameter</span></span></a>
</p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright <span class="trademark"/>© 2010-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
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